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Post by xdesperado on Feb 1, 2017 23:45:38 GMT -5
My newest start I promoted my starting Pistoleer to Officer. She had the Soldier and Pain Tolerant traits which are great for a combat specialist but I made her second job Doctor and gave her the Medical Staff talent and placed her in On Station status. Nice build, reinforced by Traits! May she do well. I am curious why you placed her On Station tho. That allows her ship operation skills (pilot, electronics) to help power the ship, and keeps her out of boarding engagements. Maybe you want On Patrol? Doctor talents and skills can still be used from patrol. Didn't think her Doctor skill was showing as active when she was On Patrol, if it is active then yeah she'll change status and run the security squad.
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Post by johndramey on Mar 19, 2017 21:16:49 GMT -5
I posted these template ideas in my merchant thread, but thought I'd share 'em here too just in case people find them helpful. These are both geared for merchants and, at least for me, have been tested and proved successful all the way up to impossible. Long HaulerI named this template Long Hauler because it is geared more towards the later game, sacrificing a bit of safety in the early game in order to give you a good amount of skills and attributes for later play. Priorities are: - Skills
- Attributes
- Ship
- Experience
- Contacts
For skills I put 4 points into command and intimidate, 5 points into navigation, and 10 points into negotiate. For attributes I put strength and quickness at 15, wisdom and resilience at 20, and fortitude and charisma at 26. For ship I choose the Frontier Liner. For experience I select merchant. (duh!) For contacts I select a prince. Basically, this template is built to allow your captain to trade, be relatively tough in order to avoid dying due to accident/the occasional torpedo hit, and have a good middle-of-the road trading ship that is very upgradable. The only thing I'd recommend for you to do is get at least one passenger cabin ASAP as the prince likes to give out escorting missions and, at least in my opinion, escort missions pay top dollar. Clutch PopperAs a counter-point to Long Hauler, the Clutch Popper is designed to give you a smoother start but sacrifice a little late game staying power. Priorities are: - Skills
- Attributes
- Ship
- Experience
- Contacts
For experience I select merchant. (duh!) For attributes I put strength and quickness at 15, wisdom and resilience at 20, and fortitude and charisma at 26. For ship I choose the Frontier Liner. For skills I put 1 point into command and intimidate and 2 points into negotiate. For contacts I select a prince. As I said, you are sacrificing some of your late game oomph (the skills) for a lot of extra help in the beginning. By having experience at priority A you will start at level 6, your officers at level 3, and your crew at level 2. This gives you a lot of extra skills for your ship as a whole, and also allows you to get some much needed job levels (like maybe doctor and repair) on a few of your officers.
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